﻿using Entitas;
using Entitas.CodeGeneration.Attributes;
[Command]
public struct MovementCommandComponent : IComponent
{
    public string Owner;
    public Direction direction;
}

[Command]
public struct RoamingMovementCommandComponent : IComponent
{
    public string Owner;
    public Direction direction;
}
[Command]
public struct BattleMovementCommandComponent : IComponent
{
    public string Owner;
    public Direction direction;
}

[Command]
public struct ReturnToSpawnCommandComponent : IComponent
{
    public string Owner;
    public Direction direction;
}